# Bill Flugrath > Principal Engineer Location: San Francisco Bay Area, United States Profile: https://flows.cv/billflugrath Computer graphics, virtual/augmented reality (VR/AR), game engine, spatial computing, and systems engineering. Lead graphics engineer on many shipped video game titles and various AR platforms. Designed and built commercial 3-D rendering systems for AR/VR headsets, mobile devices, PC, and game consoles. Implemented core VR/AR technologies including head mounted displays, tracking, real-time rendering, machine learning (ML), deep learning (DL), and computer vision (CV). Programming, optimization, and CPU/GPU performance profiling on a variety of hardware including mobile, PC, Mac, game consoles, and VR/AR headsets. Wrote C++ code to integrate with a variety of sensors including depth, camera, and IMU sensor data systems. Working knowledge of deep learning algorithms, mathematics, frameworks, GPU acceleration tools, and neural radiance fields (NeRF). University lecturer teaching physics, engineering, and animation. Experienced staff scientist in the field of applied physics. Produced and animated stop-motion animation films shown in film festivals and TV. ## Work Experience ### Staff Rendering Engineer @ WB Games San Francisco Jan 2021 – Present Wrote real-time GPU performance profiling tools for NetherRealm Studios and used on Mortal Kombat. Principal graphics engineer on mobile game DC Worlds Collide. Wrote concurrent C++ rendering code in Unreal for both PS5 and Xbox X. Working closely with art team on feature development for various console and mobile titles. ### Principal Architect @ Sixense Enterprises Inc. Jan 2020 – Jan 2021 Developed full body tracking technology and 3D games in Unreal for the "REAL System" VR platform. Designed and programmed a machine learning system in C++ for body tracking hardware. This neural net based system was deployed on both PC and mobile VR headsets running Unreal applications. Designed neural net topology, built training data collection tool for the machine learning system. Built SDK for avatar tracking that was integrated with Unreal Engine and the Vive Focus headset. ### Principal Engineer @ Meta Co. Jan 2017 – Jan 2019 | San Mateo, CA Built core AR software for spatial computing platform including: 3-D stereoscopic rendering, asynchronous time-warp, graphics compositor, and hand-tracking via C++ and GPU shaders. Provided technical direction to the engineering team. Collaborated with hardware team to choose correct components for the Meta 2 HMD. Wrote C++ to integrate a variety of sensor data into rendering and tracking systems. ### Software Engineer (Graphics, Computer Vision, and Systems) @ castAR Jan 2015 – Jan 2016 | Palo Alto, CA Principal architect and engineer of 3-D engine written in C++/OpenGL to support the mobile AR headset. Designed and programmed custom AR user interface system for the device. Worked closely with the hardware team to determine the best CPUs and GPUs for the system. Adapted Unreal, World of Tanks, Mean Greens, and other game engines to run on the AR device. ### Software Engineer (Graphics and Systems) @ Electronic Arts Jan 2005 – Jan 2015 | Redwood City and Emeryville, CA Lead graphics programmer on several "Sims" titles such as "The Sims" and "SimCity". Designed and implemented low level systems across multiple game engines and game consoles. Collaborated with art directors and artists in developing technologies to achieve visual targets. Performed CPU/GPU performance analysis and optimization on many games and hardware platforms. Worked in multiple studios supporting various products in development. ### Software Engineer @ Philips Jan 2004 – Jan 2005 | Milpitas, CA Built a streaming media device from the ground up with a very small team. Responsible for all graphics programming and architectural design of the rendering system. Built custom user interface for the device. ## Education ### Master of Engineering (M.Eng.) Stony Brook University ### Bachelor of Engineering Science Stony Brook University ## Contact & Social - LinkedIn: https://linkedin.com/in/bill-flugrath-14a0101 - Portfolio: https://www.flugrath.com --- Source: https://flows.cv/billflugrath JSON Resume: https://flows.cv/billflugrath/resume.json Last updated: 2026-04-12